mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-24 22:47:59 +01:00
1569 lines
60 KiB
C#
1569 lines
60 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System;
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#if UNITY_EDITOR
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using UnityEditor;
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using System.IO;
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#endif
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class UltimateBloom : MonoBehaviour
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{
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public enum BloomQualityPreset
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{
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Optimized,
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Standard,
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HighVisuals,
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Custom
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}
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public enum BloomSamplingQuality
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{
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VerySmallKernel, // 9
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SmallKernel, // 13
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MediumKernel, // 17
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LargeKernel, // 23
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LargerKernel, // 27
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VeryLargeKernel // 31
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}
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public enum BloomScreenBlendMode
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{
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Screen = 0,
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Add = 1,
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}
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public enum HDRBloomMode
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{
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Auto = 0,
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On = 1,
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Off = 2,
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}
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public enum BlurSampleCount
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{
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Nine,
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Seventeen,
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Thirteen,
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TwentyThree,
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TwentySeven,
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ThrirtyOne,
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NineCurve,
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FourSimple
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}
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public enum FlareRendering
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{
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Sharp,
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Blurred,
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MoreBlurred
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}
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public enum SimpleSampleCount
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{
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Four,
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Nine,
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FourCurve,
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ThirteenTemporal,
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ThirteenTemporalCurve
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}
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public enum FlareType
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{
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Single,
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Double
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}
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public enum BloomIntensityManagement
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{
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FilmicCurve,
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Threshold
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}
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private enum FlareStripeType
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{
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Anamorphic,
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Star,
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DiagonalUpright,
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DiagonalUpleft
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}
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public enum AnamorphicDirection
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{
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Horizontal,
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Vertical
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}
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public enum BokehFlareQuality
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{
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Low,
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Medium,
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High,
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VeryHigh
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}
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public enum BlendMode
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{
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ADD,
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SCREEN
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}
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public enum SamplingMode
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{
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Fixed,
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HeightRelative
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}
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public enum FlareBlurQuality
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{
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Fast,
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Normal,
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High
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}
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public enum FlarePresets
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{
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ChoosePreset,
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GhostFast,
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Ghost1,
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Ghost2,
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Ghost3,
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Bokeh1,
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Bokeh2,
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Bokeh3
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}
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public float m_SamplingMinHeight = 400.0f;
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public float[] m_ResSamplingPixelCount = new float[6];
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public SamplingMode m_SamplingMode = SamplingMode.Fixed;
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public BlendMode m_BlendMode = BlendMode.ADD;
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public float m_ScreenMaxIntensity;
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public BloomQualityPreset m_QualityPreset;
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public HDRBloomMode m_HDR = HDRBloomMode.Auto;
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public BloomScreenBlendMode m_ScreenBlendMode = BloomScreenBlendMode.Add;
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public float m_BloomIntensity = 1.0f;
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public float m_BloomThreshhold = 0.5f;
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public Color m_BloomThreshholdColor = Color.white;
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public int m_DownscaleCount = 5;
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public BloomIntensityManagement m_IntensityManagement = BloomIntensityManagement.FilmicCurve;
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public float[] m_BloomIntensities;
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public Color[] m_BloomColors;
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public bool[] m_BloomUsages;
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[SerializeField]
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public DeluxeFilmicCurve m_BloomCurve = new DeluxeFilmicCurve();
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private int m_LastDownscaleCount = 5;
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public bool m_UseLensFlare = false;
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public float m_FlareTreshold = 0.8f;
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public float m_FlareIntensity = 0.25f;
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public Color m_FlareTint0 = new Color(137 / 255.0f, 82 / 255.0f, 0 / 255.0f);
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public Color m_FlareTint1 = new Color(0 / 255.0f, 63 / 255.0f, 126 / 255.0f);
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public Color m_FlareTint2 = new Color(72 / 255.0f, 151 / 255.0f, 0 / 255.0f);
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public Color m_FlareTint3 = new Color(114 / 255.0f, 35 / 255.0f, 0 / 255.0f);
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public Color m_FlareTint4 = new Color(122 / 255.0f, 88 / 255.0f, 0 / 255.0f);
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public Color m_FlareTint5 = new Color(137 / 255.0f, 71 / 255.0f, 0 / 255.0f);
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public Color m_FlareTint6 = new Color(97 / 255.0f, 139 / 255.0f, 0 / 255.0f);
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public Color m_FlareTint7 = new Color(40 / 255.0f, 142 / 255.0f, 0 / 255.0f);
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public float m_FlareGlobalScale = 1.0f;
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public Vector4 m_FlareScales = new Vector4(1.0f, 0.6f, 0.5f, 0.4f);
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public Vector4 m_FlareScalesNear = new Vector4(1.0f, 0.8f, 0.6f, 0.5f);
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public Texture2D m_FlareMask;
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public FlareRendering m_FlareRendering = FlareRendering.Blurred;
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public FlareType m_FlareType = FlareType.Double;
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public Texture2D m_FlareShape;
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public FlareBlurQuality m_FlareBlurQuality = FlareBlurQuality.High;
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BokehRenderer m_FlareSpriteRenderer;
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Mesh[] m_BokehMeshes;
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public bool m_UseBokehFlare = false;
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public float m_BokehScale = 0.4f;
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//public bool m_HighQualityBokehFlare = true;
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public BokehFlareQuality m_BokehFlareQuality = BokehFlareQuality.Medium;
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public bool m_UseAnamorphicFlare = false;
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public float m_AnamorphicFlareTreshold = 0.8f;
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public float m_AnamorphicFlareIntensity = 1.0f;
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public int m_AnamorphicDownscaleCount = 3;
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public int m_AnamorphicBlurPass = 2;
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private int m_LastAnamorphicDownscaleCount;
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private RenderTexture[] m_AnamorphicUpscales;
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public float[] m_AnamorphicBloomIntensities;
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public Color[] m_AnamorphicBloomColors;
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public bool[] m_AnamorphicBloomUsages;
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public bool m_AnamorphicSmallVerticalBlur = true;
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public AnamorphicDirection m_AnamorphicDirection = AnamorphicDirection.Horizontal;
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public float m_AnamorphicScale = 3.0f;
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public bool m_UseStarFlare = false;
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public float m_StarFlareTreshol = 0.8f;
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public float m_StarFlareIntensity = 1.0f;
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public float m_StarScale = 2.0f;
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public int m_StarDownscaleCount = 3;
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public int m_StarBlurPass = 2;
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private int m_LastStarDownscaleCount;
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private RenderTexture[] m_StarUpscales;
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public float[] m_StarBloomIntensities;
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public Color[] m_StarBloomColors;
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public bool[] m_StarBloomUsages;
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public bool m_UseLensDust = false;
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public float m_DustIntensity = 1.0f;
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public Texture2D m_DustTexture;
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public float m_DirtLightIntensity = 5.0f;
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public BloomSamplingQuality m_DownsamplingQuality;
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public BloomSamplingQuality m_UpsamplingQuality;
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public bool m_TemporalStableDownsampling = true;
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// Misc
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public bool m_InvertImage = false;
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// Materials/shaders
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private Material m_FlareMaterial;
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private Shader m_FlareShader;
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private Material m_SamplingMaterial;
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private Shader m_SamplingShader;
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private Material m_CombineMaterial;
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private Shader m_CombineShader;
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private Material m_BrightpassMaterial;
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private Shader m_BrightpassShader;
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private Material m_FlareMaskMaterial;
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private Shader m_FlareMaskShader;
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private Material m_MixerMaterial;
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private Shader m_MixerShader;
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private Material m_FlareBokehMaterial;
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private Shader m_FlareBokehShader;
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// Optimization
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public bool m_DirectDownSample = false;
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public bool m_DirectUpsample = false;
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// UI
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public bool m_UiShowBloomScales = false;
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public bool m_UiShowAnamorphicBloomScales = false;
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public bool m_UiShowStarBloomScales = false;
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public bool m_UiShowHeightSampling = false;
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public bool m_UiShowBloomSettings = false;
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public bool m_UiShowSampling = false;
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public bool m_UiShowIntensity = false;
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public bool m_UiShowOptimizations = false;
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public bool m_UiShowLensDirt = false;
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public bool m_UiShowLensFlare = false;
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public bool m_UiShowAnamorphic = false;
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public bool m_UiShowStar = false;
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#if UNITY_EDITOR
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public bool m_UiInitialized = false;
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void OnEnable()
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{
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if (!m_UiInitialized && !Application.isPlaying)
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{
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m_UiInitialized = true;
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IntializeUltimateBloom();
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}
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}
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public static string GetAbsoluteAssetPath(string path)
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{
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UltimateBloomPathLocator locator = ScriptableObject.CreateInstance<UltimateBloomPathLocator>();
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MonoScript script = MonoScript.FromScriptableObject(locator);
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string scriptPath = AssetDatabase.GetAssetPath(script);
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ScriptableObject.DestroyImmediate(locator);
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return Path.GetDirectoryName(scriptPath) + "/" + path;
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}
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private void IntializeUltimateBloom()
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{
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CreateMaterials();
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m_BloomUsages[0] = false;
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m_AnamorphicBloomUsages[0] = true;
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m_AnamorphicBloomUsages[1] = true;
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m_StarBloomUsages[0] = true;
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m_StarBloomUsages[1] = true;
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m_UpsamplingQuality = UltimateBloom.BloomSamplingQuality.SmallKernel;
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string flareMaskPath = GetAbsoluteAssetPath("Graphics/FlareMask.png");
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Texture2D flareMask = (Texture2D)AssetDatabase.LoadAssetAtPath(flareMaskPath, typeof(Texture2D));
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m_FlareMask = flareMask;
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string bokehPath = GetAbsoluteAssetPath("Graphics/Bokeh.png");
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Texture2D bokeh = (Texture2D)AssetDatabase.LoadAssetAtPath(bokehPath, typeof(Texture2D));
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m_FlareShape = bokeh;
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string dustPath = GetAbsoluteAssetPath("DirtTextureSample/Dust.tif");
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Texture2D dust = (Texture2D)AssetDatabase.LoadAssetAtPath(dustPath, typeof(Texture2D));
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m_DustTexture = dust;
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m_BloomCurve.UpdateCoefficients();
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}
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#endif
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private void DestroyMaterial(Material mat)
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{
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if (mat)
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{
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DestroyImmediate(mat);
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mat = null;
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}
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}
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private void LoadShader(ref Material material, ref Shader shader, string shaderPath)
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{
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if (shader != null)
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return;
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shader = Shader.Find(shaderPath);
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if (shader == null)
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{
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Debug.LogError("Shader not found: " + shaderPath);
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return;
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}
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if (!shader.isSupported)
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{
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Debug.LogError("Shader contains error: " + shaderPath + "\n Maybe include path? Try rebuilding the shader.");
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return;
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}
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material = CreateMaterial(shader);
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}
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public void CreateMaterials()
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{
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//m_FlareType = FlareType.Double;
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int maxScaleCount = 8;
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if (m_BloomIntensities == null || m_BloomIntensities.Length < maxScaleCount)
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{
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m_BloomIntensities = new float[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_BloomIntensities[i] = 1.0f;
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}
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if (m_BloomColors == null || m_BloomColors.Length < maxScaleCount)
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{
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m_BloomColors = new Color[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_BloomColors[i] = Color.white;
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}
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if (m_BloomUsages == null || m_BloomUsages.Length < maxScaleCount )
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{
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m_BloomUsages = new bool[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_BloomUsages[i] = true;
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}
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if (m_AnamorphicBloomIntensities == null || m_AnamorphicBloomIntensities.Length < maxScaleCount)
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{
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m_AnamorphicBloomIntensities = new float[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_AnamorphicBloomIntensities[i] = 1.0f;
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}
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if (m_AnamorphicBloomColors == null || m_AnamorphicBloomColors.Length < maxScaleCount)
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{
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m_AnamorphicBloomColors = new Color[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_AnamorphicBloomColors[i] = Color.white;
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}
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if (m_AnamorphicBloomUsages == null || m_AnamorphicBloomUsages.Length < maxScaleCount )
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{
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m_AnamorphicBloomUsages = new bool[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_AnamorphicBloomUsages[i] = true;
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}
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if (m_StarBloomIntensities == null || m_StarBloomIntensities.Length < maxScaleCount)
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{
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m_StarBloomIntensities = new float[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_StarBloomIntensities[i] = 1.0f;
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}
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if (m_StarBloomColors == null || m_StarBloomColors.Length < maxScaleCount)
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{
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m_StarBloomColors = new Color[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_StarBloomColors[i] = Color.white;
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}
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if (m_StarBloomUsages == null || m_StarBloomUsages.Length < maxScaleCount)
|
|||
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{
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m_StarBloomUsages = new bool[maxScaleCount];
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for (int i = 0; i < 8; ++i)
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m_StarBloomUsages[i] = true;
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}
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|||
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if (m_FlareSpriteRenderer == null && m_FlareShape != null && m_UseBokehFlare)
|
|||
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{
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|||
|
if (m_FlareSpriteRenderer != null)
|
|||
|
m_FlareSpriteRenderer.Clear(ref m_BokehMeshes);
|
|||
|
|
|||
|
m_FlareSpriteRenderer = new BokehRenderer();
|
|||
|
}
|
|||
|
|
|||
|
if (m_SamplingMaterial == null)
|
|||
|
{
|
|||
|
m_DownSamples = new RenderTexture[GetNeededDownsamples()];
|
|||
|
m_UpSamples = new RenderTexture[m_DownscaleCount];
|
|||
|
m_AnamorphicUpscales = new RenderTexture[m_AnamorphicDownscaleCount];
|
|||
|
m_StarUpscales = new RenderTexture[m_StarDownscaleCount];
|
|||
|
}
|
|||
|
|
|||
|
string flareShaderPath = m_FlareType == FlareType.Single ? "Hidden/Ultimate/FlareSingle" : "Hidden/Ultimate/FlareDouble";
|
|||
|
LoadShader(ref m_FlareMaterial, ref m_FlareShader, flareShaderPath);
|
|||
|
|
|||
|
LoadShader(ref m_SamplingMaterial, ref m_SamplingShader, "Hidden/Ultimate/Sampling");
|
|||
|
LoadShader(ref m_BrightpassMaterial, ref m_BrightpassShader, "Hidden/Ultimate/BrightpassMask");
|
|||
|
LoadShader(ref m_FlareMaskMaterial, ref m_FlareMaskShader, "Hidden/Ultimate/FlareMask");
|
|||
|
LoadShader(ref m_MixerMaterial, ref m_MixerShader, "Hidden/Ultimate/BloomMixer");
|
|||
|
LoadShader(ref m_FlareBokehMaterial, ref m_FlareBokehShader, "Hidden/Ultimate/FlareMesh");
|
|||
|
|
|||
|
bool useDustOrFlare = m_UseLensDust || m_UseLensFlare || m_UseAnamorphicFlare || m_UseStarFlare;
|
|||
|
|
|||
|
string combineShaderPath = "Hidden/Ultimate/BloomCombine";
|
|||
|
if (useDustOrFlare)
|
|||
|
combineShaderPath = "Hidden/Ultimate/BloomCombineFlareDirt";
|
|||
|
|
|||
|
LoadShader(ref m_CombineMaterial, ref m_CombineShader, combineShaderPath);
|
|||
|
}
|
|||
|
|
|||
|
private Material CreateMaterial(Shader shader)
|
|||
|
{
|
|||
|
if (!shader)
|
|||
|
return null;
|
|||
|
Material m = new Material(shader);
|
|||
|
m.hideFlags = HideFlags.HideAndDontSave;
|
|||
|
return m;
|
|||
|
}
|
|||
|
|
|||
|
void OnDisable()
|
|||
|
{
|
|||
|
ForceShadersReload();
|
|||
|
if (m_FlareSpriteRenderer != null)
|
|||
|
{
|
|||
|
m_FlareSpriteRenderer.Clear(ref m_BokehMeshes);
|
|||
|
m_FlareSpriteRenderer = null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void ForceShadersReload()
|
|||
|
{
|
|||
|
DestroyMaterial(m_FlareMaterial); m_FlareMaterial = null; m_FlareShader = null;
|
|||
|
DestroyMaterial(m_SamplingMaterial); m_SamplingMaterial = null; m_SamplingShader = null;
|
|||
|
DestroyMaterial(m_CombineMaterial); m_CombineMaterial = null; m_CombineShader = null;
|
|||
|
DestroyMaterial(m_BrightpassMaterial); m_BrightpassMaterial = null; m_BrightpassShader = null;
|
|||
|
DestroyMaterial(m_FlareBokehMaterial); m_FlareBokehMaterial = null; m_FlareBokehShader = null;
|
|||
|
DestroyMaterial(m_FlareMaskMaterial); m_FlareMaskMaterial = null; m_FlareMaskShader = null;
|
|||
|
DestroyMaterial(m_MixerMaterial); m_MixerMaterial = null; m_MixerShader = null;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
private RenderTexture[] m_DownSamples;
|
|||
|
private RenderTexture[] m_UpSamples;
|
|||
|
|
|||
|
int GetNeededDownsamples()
|
|||
|
{
|
|||
|
int m = Mathf.Max(m_DownscaleCount, m_UseAnamorphicFlare ? m_AnamorphicDownscaleCount : 0);
|
|||
|
m = Mathf.Max(m, m_UseLensFlare ? GetGhostBokehLayer() + 1 : 0);
|
|||
|
m = Mathf.Max(m, m_UseStarFlare ? m_StarDownscaleCount : 0);
|
|||
|
|
|||
|
return m;
|
|||
|
}
|
|||
|
|
|||
|
private RenderTextureFormat m_Format;
|
|||
|
|
|||
|
|
|||
|
bool[] m_BufferUsage;
|
|||
|
void ComputeBufferOptimization()
|
|||
|
{
|
|||
|
if (m_BufferUsage == null)
|
|||
|
m_BufferUsage = new bool[m_DownSamples.Length];
|
|||
|
if (m_BufferUsage.Length != m_DownSamples.Length)
|
|||
|
m_BufferUsage = new bool[m_DownSamples.Length];
|
|||
|
|
|||
|
for (int i = 0; i < m_BufferUsage.Length; ++i)
|
|||
|
m_BufferUsage[i] = false;
|
|||
|
|
|||
|
for (int i = 0; i < m_BufferUsage.Length; ++i)
|
|||
|
m_BufferUsage[i] = m_BloomUsages[i] ? true : m_BufferUsage[i];
|
|||
|
|
|||
|
if (m_UseAnamorphicFlare)
|
|||
|
for (int i = 0; i < m_BufferUsage.Length; ++i)
|
|||
|
m_BufferUsage[i] = m_AnamorphicBloomUsages[i] ? true : m_BufferUsage[i];
|
|||
|
|
|||
|
if (m_UseStarFlare)
|
|||
|
for (int i = 0; i < m_BufferUsage.Length; ++i)
|
|||
|
m_BufferUsage[i] = m_StarBloomUsages[i] ? true : m_BufferUsage[i];
|
|||
|
}
|
|||
|
|
|||
|
int GetGhostBokehLayer()
|
|||
|
{
|
|||
|
if (m_UseBokehFlare && m_FlareShape != null)
|
|||
|
{
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.VeryHigh)
|
|||
|
return 1;
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.High)
|
|||
|
return 2;
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.Medium)
|
|||
|
return 3;
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.Low)
|
|||
|
return 4;
|
|||
|
}
|
|||
|
return 0;// Ghost
|
|||
|
}
|
|||
|
|
|||
|
BlurSampleCount GetUpsamplingSize()
|
|||
|
{
|
|||
|
if (m_SamplingMode == SamplingMode.Fixed)
|
|||
|
{
|
|||
|
BlurSampleCount upsamplingCount = BlurSampleCount.ThrirtyOne;
|
|||
|
if (m_UpsamplingQuality == BloomSamplingQuality.VerySmallKernel)
|
|||
|
upsamplingCount = BlurSampleCount.Nine;
|
|||
|
else if (m_UpsamplingQuality == BloomSamplingQuality.SmallKernel)
|
|||
|
upsamplingCount = BlurSampleCount.Thirteen;
|
|||
|
else if (m_UpsamplingQuality == BloomSamplingQuality.MediumKernel)
|
|||
|
upsamplingCount = BlurSampleCount.Seventeen;
|
|||
|
else if (m_UpsamplingQuality == BloomSamplingQuality.LargeKernel)
|
|||
|
upsamplingCount = BlurSampleCount.TwentyThree;
|
|||
|
else if (m_UpsamplingQuality == BloomSamplingQuality.LargerKernel)
|
|||
|
upsamplingCount = BlurSampleCount.TwentySeven;
|
|||
|
return upsamplingCount;
|
|||
|
}
|
|||
|
|
|||
|
float pixelCount = Screen.height;//Screen.width * Screen.height;
|
|||
|
int nearestIdx = 0;
|
|||
|
float nearestDist = float.MaxValue;
|
|||
|
for (int i = 0; i < m_ResSamplingPixelCount.Length; ++i)
|
|||
|
{
|
|||
|
float dist = Math.Abs(pixelCount - m_ResSamplingPixelCount[i]);
|
|||
|
if (dist < nearestDist)
|
|||
|
{
|
|||
|
nearestDist = dist;
|
|||
|
nearestIdx = i;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (nearestIdx == 0)
|
|||
|
return BlurSampleCount.Nine;
|
|||
|
if (nearestIdx == 1)
|
|||
|
return BlurSampleCount.Thirteen;
|
|||
|
if (nearestIdx == 2)
|
|||
|
return BlurSampleCount.Seventeen;
|
|||
|
if (nearestIdx == 3)
|
|||
|
return BlurSampleCount.TwentyThree;
|
|||
|
if (nearestIdx == 4)
|
|||
|
return BlurSampleCount.TwentySeven;
|
|||
|
|
|||
|
return BlurSampleCount.ThrirtyOne;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public void ComputeResolutionRelativeData()
|
|||
|
{
|
|||
|
float currentRes = m_SamplingMinHeight;
|
|||
|
float currentSampling = 9.0f;
|
|||
|
for (int i = 0; i < m_ResSamplingPixelCount.Length; ++i)
|
|||
|
{
|
|||
|
m_ResSamplingPixelCount[i] = currentRes;
|
|||
|
|
|||
|
float nextSampling = currentSampling + 4.0f;
|
|||
|
float ratio = nextSampling / currentSampling;
|
|||
|
currentRes *= ratio;
|
|||
|
currentSampling = nextSampling;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void OnRenderImage(RenderTexture source, RenderTexture destination)
|
|||
|
{
|
|||
|
|
|||
|
// Determine Texture Format
|
|||
|
bool doHdr = false;
|
|||
|
if (m_HDR == HDRBloomMode.Auto)
|
|||
|
doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent<Camera>().hdr;
|
|||
|
else
|
|||
|
doHdr = m_HDR == HDRBloomMode.On;
|
|||
|
|
|||
|
m_Format = (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default;
|
|||
|
|
|||
|
|
|||
|
if (m_DownSamples != null)
|
|||
|
{
|
|||
|
if (m_DownSamples.Length != GetNeededDownsamples())
|
|||
|
{
|
|||
|
OnDisable();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
if (m_LastDownscaleCount != m_DownscaleCount
|
|||
|
|| m_LastAnamorphicDownscaleCount != m_AnamorphicDownscaleCount
|
|||
|
|| m_LastStarDownscaleCount != m_StarDownscaleCount)
|
|||
|
{
|
|||
|
OnDisable();
|
|||
|
}
|
|||
|
m_LastDownscaleCount = m_DownscaleCount;
|
|||
|
m_LastAnamorphicDownscaleCount = m_AnamorphicDownscaleCount;
|
|||
|
m_LastStarDownscaleCount = m_StarDownscaleCount;
|
|||
|
|
|||
|
CreateMaterials();
|
|||
|
|
|||
|
|
|||
|
|
|||
|
if (m_DirectDownSample || m_DirectUpsample)
|
|||
|
ComputeBufferOptimization();
|
|||
|
|
|||
|
bool debugFlareShape = false;
|
|||
|
|
|||
|
if (m_SamplingMode == SamplingMode.HeightRelative)
|
|||
|
ComputeResolutionRelativeData();
|
|||
|
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// 1. Bright pass
|
|||
|
//////////////////////////////////
|
|||
|
RenderTexture brightTexture = RenderTexture.GetTemporary(source.width, source.height, 0, m_Format);
|
|||
|
brightTexture.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
if (m_IntensityManagement == BloomIntensityManagement.Threshold)
|
|||
|
BrightPass(source, brightTexture, m_BloomThreshhold * m_BloomThreshholdColor);
|
|||
|
else
|
|||
|
{
|
|||
|
m_BloomCurve.UpdateCoefficients();
|
|||
|
Graphics.Blit(source, brightTexture);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// 2. Downscale source texture
|
|||
|
//////////////////////////////////
|
|||
|
if (m_IntensityManagement == BloomIntensityManagement.Threshold)
|
|||
|
CachedDownsample(brightTexture, m_DownSamples, null, doHdr);
|
|||
|
else
|
|||
|
CachedDownsample(brightTexture, m_DownSamples, m_BloomCurve, doHdr);
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// 3. Upsample
|
|||
|
//////////////////////////////////
|
|||
|
// Upsampling quality
|
|||
|
BlurSampleCount upsamplingCount = GetUpsamplingSize();
|
|||
|
// Upsample
|
|||
|
CachedUpsample(m_DownSamples, m_UpSamples, source.width, source.height, upsamplingCount);
|
|||
|
// Release unused upsamples
|
|||
|
/* if (m_DirectUpsample)
|
|||
|
{
|
|||
|
for (int i = 1; i < m_UpSamples.Length; ++i)
|
|||
|
if (m_BufferUsage[i])
|
|||
|
RenderTexture.ReleaseTemporary(m_UpSamples[i]);
|
|||
|
}
|
|||
|
else*/
|
|||
|
|
|||
|
|
|||
|
//for (int i = 1; i < m_UpSamples.Length; ++i)
|
|||
|
// RenderTexture.ReleaseTemporary(m_UpSamples[i]);
|
|||
|
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// Optional: Ghost lens flare
|
|||
|
//////////////////////////////////
|
|||
|
|
|||
|
Texture flareRT = Texture2D.blackTexture;
|
|||
|
RenderTexture flareShapeBuffer = null;
|
|||
|
if (m_UseLensFlare)
|
|||
|
{
|
|||
|
int bokehQuality = GetGhostBokehLayer();
|
|||
|
|
|||
|
int flareWidth = source.width / (int)Mathf.Pow(2.0f, bokehQuality);
|
|||
|
int flareHeigth = source.height / (int)Mathf.Pow(2.0f, bokehQuality);
|
|||
|
|
|||
|
if (m_FlareShape != null && m_UseBokehFlare)
|
|||
|
{
|
|||
|
float size = 15.0f;
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.Medium)
|
|||
|
size *= 2;
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.High)
|
|||
|
size *= 4;
|
|||
|
if (m_BokehFlareQuality == BokehFlareQuality.VeryHigh)
|
|||
|
size *= 8;
|
|||
|
|
|||
|
size *= m_BokehScale;
|
|||
|
m_FlareSpriteRenderer.SetMaterial(m_FlareBokehMaterial);
|
|||
|
m_FlareSpriteRenderer.RebuildMeshIfNeeded(flareWidth, flareHeigth, 1.0f / flareWidth * size, 1.0f / flareHeigth * size, ref m_BokehMeshes);
|
|||
|
m_FlareSpriteRenderer.SetTexture(m_FlareShape);
|
|||
|
|
|||
|
flareShapeBuffer = RenderTexture.GetTemporary(source.width / 4 , source.height / 4 , 0, m_Format);
|
|||
|
|
|||
|
int bokehTargetSize = bokehQuality;
|
|||
|
RenderTexture flareBrightTexture = RenderTexture.GetTemporary(source.width / (int)Mathf.Pow(2.0f, (bokehTargetSize + 1)), source.height / (int)Mathf.Pow(2.0f, (bokehTargetSize + 1)), 0, m_Format);
|
|||
|
BrightPass(m_DownSamples[bokehQuality], flareBrightTexture, m_FlareTreshold * Vector4.one);
|
|||
|
m_FlareSpriteRenderer.RenderFlare(flareBrightTexture, flareShapeBuffer, m_UseBokehFlare ? 1.0f : m_FlareIntensity, ref m_BokehMeshes);
|
|||
|
RenderTexture.ReleaseTemporary(flareBrightTexture);
|
|||
|
|
|||
|
RenderTexture maskFlare = RenderTexture.GetTemporary(flareShapeBuffer.width, flareShapeBuffer.height, 0, m_Format);
|
|||
|
m_FlareMaskMaterial.SetTexture("_MaskTex", m_FlareMask);
|
|||
|
Graphics.Blit(flareShapeBuffer, maskFlare, m_FlareMaskMaterial, 0);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(flareShapeBuffer); flareShapeBuffer = null;
|
|||
|
RenderFlares(maskFlare, source, ref flareRT);
|
|||
|
RenderTexture.ReleaseTemporary(maskFlare);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
//BrightPassWithMask(source, brightTexture, m_FlareTreshold * Vector4.one, m_FlareMask);
|
|||
|
//RenderFlares( brightTexture, source, ref flareRT);
|
|||
|
int ghostLayer = GetGhostBokehLayer();
|
|||
|
RenderTexture flareSource = m_DownSamples[ghostLayer];
|
|||
|
RenderTexture flareBrightTexture = RenderTexture.GetTemporary(flareSource.width, flareSource.height, 0, m_Format);
|
|||
|
|
|||
|
BrightPassWithMask(m_DownSamples[ghostLayer], flareBrightTexture, m_FlareTreshold * Vector4.one, m_FlareMask);
|
|||
|
RenderFlares(flareBrightTexture, source, ref flareRT);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(flareBrightTexture);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
if (!m_UseLensFlare && m_FlareSpriteRenderer != null)
|
|||
|
m_FlareSpriteRenderer.Clear(ref m_BokehMeshes);
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// Optional: Anamorphic lens flare
|
|||
|
//////////////////////////////////
|
|||
|
if (m_UseAnamorphicFlare)
|
|||
|
{
|
|||
|
RenderTexture anamorphicResult = RenderStripe(m_DownSamples, upsamplingCount, source.width, source.height, FlareStripeType.Anamorphic);
|
|||
|
|
|||
|
if (anamorphicResult != null)
|
|||
|
{
|
|||
|
if (m_UseLensFlare)
|
|||
|
{
|
|||
|
RenderTextureAdditive(anamorphicResult, (RenderTexture)flareRT, 1.0f);
|
|||
|
RenderTexture.ReleaseTemporary(anamorphicResult);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
flareRT = anamorphicResult;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// Optional: Star lens flare
|
|||
|
//////////////////////////////////
|
|||
|
if (m_UseStarFlare)
|
|||
|
{
|
|||
|
//RenderTexture starResult = RenderStar(m_DownSamples, upsamplingCount, source.width, source.height);
|
|||
|
RenderTexture starResult = null;
|
|||
|
|
|||
|
if (m_StarBlurPass == 1)
|
|||
|
{
|
|||
|
starResult = RenderStripe(m_DownSamples, upsamplingCount, source.width, source.height, FlareStripeType.Star);
|
|||
|
|
|||
|
if (starResult != null)
|
|||
|
{
|
|||
|
if (m_UseLensFlare || m_UseAnamorphicFlare)
|
|||
|
{
|
|||
|
RenderTextureAdditive(starResult, (RenderTexture)flareRT, m_StarFlareIntensity);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
flareRT = RenderTexture.GetTemporary(source.width, source.height, 0, m_Format);
|
|||
|
BlitIntensity(starResult, (RenderTexture)flareRT, m_StarFlareIntensity);
|
|||
|
}
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(starResult);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (m_UseLensFlare || m_UseAnamorphicFlare)
|
|||
|
{
|
|||
|
starResult = RenderStripe(m_DownSamples, upsamplingCount, source.width, source.height, FlareStripeType.DiagonalUpright);
|
|||
|
if (starResult != null)
|
|||
|
{
|
|||
|
RenderTextureAdditive(starResult, (RenderTexture)flareRT, m_StarFlareIntensity);
|
|||
|
RenderTexture.ReleaseTemporary(starResult);
|
|||
|
starResult = RenderStripe(m_DownSamples, upsamplingCount, source.width, source.height, FlareStripeType.DiagonalUpleft);
|
|||
|
|
|||
|
RenderTextureAdditive(starResult, (RenderTexture)flareRT, m_StarFlareIntensity);
|
|||
|
RenderTexture.ReleaseTemporary(starResult);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
starResult = RenderStripe(m_DownSamples, upsamplingCount, source.width, source.height, FlareStripeType.DiagonalUpleft);
|
|||
|
if (starResult != null)
|
|||
|
{
|
|||
|
RenderTexture tmpStarResult = RenderStripe(m_DownSamples, upsamplingCount, source.width, source.height, FlareStripeType.DiagonalUpright);
|
|||
|
CombineAdditive(tmpStarResult, starResult, m_StarFlareIntensity, m_StarFlareIntensity);
|
|||
|
RenderTexture.ReleaseTemporary(tmpStarResult);
|
|||
|
|
|||
|
flareRT = starResult;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// Release downsamples
|
|||
|
if (m_DirectDownSample)
|
|||
|
for (int i = 0; i < m_DownSamples.Length; ++i)
|
|||
|
{
|
|||
|
if (m_BufferUsage[i])
|
|||
|
RenderTexture.ReleaseTemporary(m_DownSamples[i]);
|
|||
|
}
|
|||
|
else
|
|||
|
for (int i = 0; i < m_DownSamples.Length; ++i)
|
|||
|
RenderTexture.ReleaseTemporary(m_DownSamples[i]);
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// Combine pass
|
|||
|
//////////////////////////////////
|
|||
|
m_CombineMaterial.SetFloat("_Intensity", m_BloomIntensity);
|
|||
|
|
|||
|
m_CombineMaterial.SetFloat("_FlareIntensity", m_FlareIntensity);
|
|||
|
m_CombineMaterial.SetTexture("_ColorBuffer", source);
|
|||
|
m_CombineMaterial.SetTexture("_FlareTexture", flareRT);
|
|||
|
m_CombineMaterial.SetTexture("_AdditiveTexture", m_UseLensDust ? m_DustTexture : Texture2D.whiteTexture);
|
|||
|
m_CombineMaterial.SetTexture("_brightTexture", brightTexture);
|
|||
|
if (m_UseLensDust)
|
|||
|
{
|
|||
|
m_CombineMaterial.SetFloat("_DirtIntensity", m_DustIntensity);
|
|||
|
m_CombineMaterial.SetFloat("_DirtLightIntensity", m_DirtLightIntensity);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
m_CombineMaterial.SetFloat("_DirtIntensity", 1.0f);
|
|||
|
m_CombineMaterial.SetFloat("_DirtLightIntensity", 0.0f);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
if (m_BlendMode == BlendMode.SCREEN)
|
|||
|
{
|
|||
|
m_CombineMaterial.SetFloat("_ScreenMaxIntensity", m_ScreenMaxIntensity);
|
|||
|
}
|
|||
|
|
|||
|
if (m_InvertImage)
|
|||
|
Graphics.Blit(m_LastBloomUpsample, destination, m_CombineMaterial, 1);
|
|||
|
else
|
|||
|
Graphics.Blit(m_LastBloomUpsample, destination, m_CombineMaterial, 0);
|
|||
|
|
|||
|
|
|||
|
for (int i = 0; i < m_UpSamples.Length; ++i)
|
|||
|
if (m_UpSamples[i] != null)
|
|||
|
RenderTexture.ReleaseTemporary(m_UpSamples[i]);
|
|||
|
|
|||
|
//Graphics.Blit(m_UpSamples[0], destination);
|
|||
|
|
|||
|
//////////////////////////////////
|
|||
|
// Cleaning
|
|||
|
//////////////////////////////////
|
|||
|
|
|||
|
if (debugFlareShape)
|
|||
|
Graphics.Blit(flareShapeBuffer, destination);
|
|||
|
|
|||
|
|
|||
|
if (m_UseLensFlare || m_UseAnamorphicFlare || m_UseStarFlare)
|
|||
|
if (flareRT != null && flareRT is RenderTexture)
|
|||
|
RenderTexture.ReleaseTemporary((RenderTexture)flareRT);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(brightTexture);
|
|||
|
|
|||
|
if (m_FlareShape != null && m_UseBokehFlare && flareShapeBuffer != null)
|
|||
|
{
|
|||
|
RenderTexture.ReleaseTemporary(flareShapeBuffer);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
RenderTexture RenderStar(RenderTexture[] sources, BlurSampleCount upsamplingCount, int sourceWidth, int sourceHeight)
|
|||
|
{
|
|||
|
for (int i = m_StarUpscales.Length - 1; i >= 0; --i)
|
|||
|
{
|
|||
|
m_StarUpscales[i] = RenderTexture.GetTemporary(sourceWidth / (int)Mathf.Pow(2.0f, i), sourceHeight / (int)Mathf.Pow(2.0f, i), 0, m_Format);
|
|||
|
m_StarUpscales[i].filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
float horizontalBlur = 1.0f / sources[i].width;
|
|||
|
float verticalBlur = 1.0f / sources[i].height;
|
|||
|
|
|||
|
if (i < m_StarDownscaleCount - 1)
|
|||
|
GaussianBlur2(sources[i], m_StarUpscales[i], horizontalBlur * m_StarScale, verticalBlur * m_StarScale, m_StarUpscales[i + 1], upsamplingCount, Color.white, 1.0f);
|
|||
|
else
|
|||
|
GaussianBlur2(sources[i], m_StarUpscales[i], horizontalBlur * m_StarScale, verticalBlur * m_StarScale, null, upsamplingCount, Color.white, 1.0f);
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 1; i < m_StarUpscales.Length; ++i)
|
|||
|
if (m_StarUpscales[i] != null)
|
|||
|
RenderTexture.ReleaseTemporary(m_StarUpscales[i]);
|
|||
|
|
|||
|
return m_StarUpscales[0];
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
delegate void BlurFunction(RenderTexture source, RenderTexture destination, float horizontalBlur, float verticalBlur, RenderTexture additiveTexture, BlurSampleCount sampleCount, Color tint, float intensity);
|
|||
|
|
|||
|
RenderTexture RenderStripe(RenderTexture[] sources, BlurSampleCount upsamplingCount, int sourceWidth, int sourceHeight, FlareStripeType type)
|
|||
|
{
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//BlurFunction blur = GaussianBlur1;
|
|||
|
//int nbUpscales = m_AnamorphicUpscales.Length;
|
|||
|
RenderTexture[] upscales = m_AnamorphicUpscales;
|
|||
|
bool[] usages = m_AnamorphicBloomUsages;
|
|||
|
float[] intensities = m_AnamorphicBloomIntensities;
|
|||
|
Color[] tints = m_AnamorphicBloomColors;
|
|||
|
bool antiJitter = m_AnamorphicSmallVerticalBlur;
|
|||
|
float blurPass = m_AnamorphicBlurPass;
|
|||
|
float scale = m_AnamorphicScale;
|
|||
|
float globalIntensity = m_AnamorphicFlareIntensity;
|
|||
|
|
|||
|
float horiMul = 1.0f;
|
|||
|
float vertiMul = 0.0f;
|
|||
|
|
|||
|
if (m_AnamorphicDirection == AnamorphicDirection.Vertical)
|
|||
|
{
|
|||
|
horiMul = 0.0f;
|
|||
|
vertiMul = 1.0f;
|
|||
|
}
|
|||
|
|
|||
|
if (type != FlareStripeType.Anamorphic)
|
|||
|
{
|
|||
|
// if (type == FlareStripeType.Star)
|
|||
|
// blur = GaussianBlur2;
|
|||
|
|
|||
|
//nbUpscales = m_StarUpscales.Length;
|
|||
|
upscales = m_StarUpscales;
|
|||
|
usages = m_StarBloomUsages;
|
|||
|
intensities = m_StarBloomIntensities;
|
|||
|
tints = m_StarBloomColors;
|
|||
|
antiJitter = false;
|
|||
|
blurPass = m_StarBlurPass;
|
|||
|
scale = m_StarScale;
|
|||
|
globalIntensity = m_StarFlareIntensity;
|
|||
|
|
|||
|
if (type == FlareStripeType.DiagonalUpleft)
|
|||
|
vertiMul = -1.0f;
|
|||
|
else
|
|||
|
vertiMul = 1.0f;
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < upscales.Length; ++i)
|
|||
|
upscales[i] = null;
|
|||
|
|
|||
|
RenderTexture additiveTexture = null;
|
|||
|
for (int i = upscales.Length - 1; i >= 0; --i)
|
|||
|
{
|
|||
|
if (sources[i] == null && m_DirectUpsample)
|
|||
|
continue;
|
|||
|
if (!usages[i] && m_DirectUpsample)
|
|||
|
continue;
|
|||
|
|
|||
|
|
|||
|
upscales[i] = RenderTexture.GetTemporary(sourceWidth / (int)Mathf.Pow(2.0f, i), sourceHeight / (int)Mathf.Pow(2.0f, i), 0, m_Format);
|
|||
|
upscales[i].filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
float horizontalBlur = 1.0f / upscales[i].width;
|
|||
|
float verticalBlur = 1.0f / upscales[i].height;
|
|||
|
|
|||
|
RenderTexture source = sources[i];
|
|||
|
RenderTexture dest = upscales[i];
|
|||
|
|
|||
|
if (!usages[i])
|
|||
|
{
|
|||
|
if (additiveTexture != null)
|
|||
|
{
|
|||
|
if (antiJitter)
|
|||
|
GaussianBlur1(additiveTexture, dest, m_AnamorphicDirection == AnamorphicDirection.Vertical ? horizontalBlur : 0.0f, m_AnamorphicDirection == AnamorphicDirection.Horizontal ? verticalBlur : 0.0f, null, BlurSampleCount.FourSimple, Color.white, 1.0f);
|
|||
|
else
|
|||
|
Graphics.Blit(additiveTexture, dest);
|
|||
|
}
|
|||
|
else
|
|||
|
Graphics.Blit(Texture2D.blackTexture, dest);
|
|||
|
|
|||
|
additiveTexture = upscales[i];
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
RenderTexture antiJitterBuffer = null;
|
|||
|
if (antiJitter && additiveTexture != null)
|
|||
|
{
|
|||
|
antiJitterBuffer = RenderTexture.GetTemporary(dest.width, dest.height, 0, m_Format);
|
|||
|
GaussianBlur1(additiveTexture, antiJitterBuffer, m_AnamorphicDirection == AnamorphicDirection.Vertical ? horizontalBlur : 0.0f, m_AnamorphicDirection == AnamorphicDirection.Horizontal ? verticalBlur : 0.0f, null, BlurSampleCount.FourSimple, Color.white, 1.0f);
|
|||
|
additiveTexture = antiJitterBuffer;
|
|||
|
}
|
|||
|
|
|||
|
if (blurPass == 1)
|
|||
|
{
|
|||
|
if (type != FlareStripeType.Anamorphic)
|
|||
|
GaussianBlur2(source, dest, horizontalBlur * scale * horiMul, verticalBlur * scale * vertiMul, additiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
else
|
|||
|
GaussianBlur1(source, dest, horizontalBlur * scale * horiMul, verticalBlur * scale * vertiMul, additiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
RenderTexture tmp = RenderTexture.GetTemporary(dest.width, dest.height, 0, m_Format);
|
|||
|
bool lastTargetIsTmp = false;
|
|||
|
for (int j = 0; j < blurPass; ++j)
|
|||
|
{
|
|||
|
RenderTexture finalAdditiveTexture = (j == blurPass - 1) ? additiveTexture : null;
|
|||
|
|
|||
|
if (j == 0)
|
|||
|
{
|
|||
|
if (type != FlareStripeType.Anamorphic)
|
|||
|
GaussianBlur2(source, tmp, horizontalBlur * scale * horiMul, verticalBlur * scale * vertiMul, finalAdditiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
else
|
|||
|
GaussianBlur1(source, tmp, horizontalBlur * scale * horiMul, verticalBlur * scale * vertiMul, finalAdditiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
horizontalBlur = 1.0f / dest.width;
|
|||
|
verticalBlur = 1.0f / dest.height;
|
|||
|
if (j % 2 == 1)
|
|||
|
{
|
|||
|
if (type != FlareStripeType.Anamorphic)
|
|||
|
GaussianBlur2(tmp, dest, horizontalBlur * scale * horiMul * 1.5f, verticalBlur * scale * vertiMul * 1.5f, finalAdditiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
else
|
|||
|
GaussianBlur1(tmp, dest, horizontalBlur * scale * horiMul * 1.5f, verticalBlur * scale * vertiMul * 1.5f, finalAdditiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
lastTargetIsTmp = false;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (type != FlareStripeType.Anamorphic)
|
|||
|
GaussianBlur2(dest, tmp, horizontalBlur * scale * horiMul * 1.5f, verticalBlur * scale * vertiMul * 1.5f, finalAdditiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
else
|
|||
|
GaussianBlur1(dest, tmp, horizontalBlur * scale * horiMul * 1.5f, verticalBlur * scale * vertiMul * 1.5f, finalAdditiveTexture, upsamplingCount, tints[i], intensities[i] * globalIntensity);
|
|||
|
lastTargetIsTmp = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
if (lastTargetIsTmp)
|
|||
|
Graphics.Blit(tmp, dest);
|
|||
|
|
|||
|
if (antiJitterBuffer != null)
|
|||
|
RenderTexture.ReleaseTemporary(antiJitterBuffer);
|
|||
|
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(tmp);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
additiveTexture = upscales[i];
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
RenderTexture firstFound = null;
|
|||
|
for (int i = 0; i < upscales.Length; ++i)
|
|||
|
if (upscales[i] != null)
|
|||
|
if (firstFound == null) firstFound = upscales[i];
|
|||
|
else RenderTexture.ReleaseTemporary(upscales[i]);
|
|||
|
|
|||
|
return firstFound;
|
|||
|
}
|
|||
|
|
|||
|
void RenderFlares(RenderTexture brightTexture, RenderTexture source,ref Texture flareRT)
|
|||
|
{
|
|||
|
|
|||
|
flareRT = RenderTexture.GetTemporary(source.width, source.height, 0, m_Format);
|
|||
|
flareRT.filterMode = FilterMode.Bilinear;
|
|||
|
m_FlareMaterial.SetVector("_FlareScales", m_FlareScales * m_FlareGlobalScale);
|
|||
|
m_FlareMaterial.SetVector("_FlareScalesNear", m_FlareScalesNear * m_FlareGlobalScale);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint0", m_FlareTint0);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint1", m_FlareTint1);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint2", m_FlareTint2);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint3", m_FlareTint3);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint4", m_FlareTint4);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint5", m_FlareTint5);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint6", m_FlareTint6);
|
|||
|
m_FlareMaterial.SetVector("_FlareTint7", m_FlareTint7);
|
|||
|
m_FlareMaterial.SetFloat("_Intensity", m_FlareIntensity);
|
|||
|
//Graphics.Blit(brightTexture, (RenderTexture)flareRT, m_BloomMaterial, 8);
|
|||
|
if (m_FlareRendering == FlareRendering.Sharp)
|
|||
|
{
|
|||
|
RenderTexture HalfTmp = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0, m_Format);
|
|||
|
HalfTmp.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderSimple(brightTexture, HalfTmp, 1.0f / brightTexture.width, 1.0f / brightTexture.height, SimpleSampleCount.Four);
|
|||
|
|
|||
|
Graphics.Blit(HalfTmp, (RenderTexture)flareRT, m_FlareMaterial, 0);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(HalfTmp);
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Blur flare
|
|||
|
|
|||
|
if (m_FlareBlurQuality == FlareBlurQuality.Fast)
|
|||
|
{
|
|||
|
RenderTexture HalfFlareRT = RenderTexture.GetTemporary(brightTexture.width / 2, brightTexture.height / 2, 0, m_Format);
|
|||
|
HalfFlareRT.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture QuarterFlareRT = RenderTexture.GetTemporary(brightTexture.width / 4, brightTexture.height / 4, 0, m_Format);
|
|||
|
QuarterFlareRT.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
Graphics.Blit(brightTexture, HalfFlareRT, m_FlareMaterial, 0);
|
|||
|
|
|||
|
if (m_FlareRendering == FlareRendering.Blurred)
|
|||
|
{
|
|||
|
GaussianBlurSeparate(HalfFlareRT, (RenderTexture)QuarterFlareRT, 1.0f / HalfFlareRT.width, 1.0f / HalfFlareRT.height, null, BlurSampleCount.Thirteen, Color.white, 1.0f);
|
|||
|
RenderSimple(QuarterFlareRT, (RenderTexture)flareRT, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
else if (m_FlareRendering == FlareRendering.MoreBlurred)
|
|||
|
{
|
|||
|
GaussianBlurSeparate(HalfFlareRT, (RenderTexture)QuarterFlareRT, 1.0f / HalfFlareRT.width, 1.0f / HalfFlareRT.height, null, BlurSampleCount.ThrirtyOne, Color.white, 1.0f);
|
|||
|
RenderSimple(QuarterFlareRT, (RenderTexture)flareRT, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
RenderTexture.ReleaseTemporary(HalfFlareRT);
|
|||
|
RenderTexture.ReleaseTemporary(QuarterFlareRT);
|
|||
|
return;
|
|||
|
}
|
|||
|
else if (m_FlareBlurQuality == FlareBlurQuality.Normal)
|
|||
|
{
|
|||
|
RenderTexture HalfFlareRT = RenderTexture.GetTemporary(brightTexture.width / 2, brightTexture.height / 2, 0, m_Format);
|
|||
|
HalfFlareRT.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture QuarterFlareRT = RenderTexture.GetTemporary(brightTexture.width / 4, brightTexture.height / 4, 0, m_Format);
|
|||
|
QuarterFlareRT.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture QuarterFlareRT2 = RenderTexture.GetTemporary(brightTexture.width / 4, brightTexture.height / 4, 0, m_Format);
|
|||
|
QuarterFlareRT2.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
|
|||
|
RenderSimple(brightTexture, HalfFlareRT, 1.0f / brightTexture.width, 1.0f / brightTexture.height, SimpleSampleCount.Four);
|
|||
|
RenderSimple(HalfFlareRT, QuarterFlareRT, 1.0f / HalfFlareRT.width, 1.0f / HalfFlareRT.height, SimpleSampleCount.Four);
|
|||
|
|
|||
|
Graphics.Blit(QuarterFlareRT, QuarterFlareRT2, m_FlareMaterial, 0);
|
|||
|
|
|||
|
|
|||
|
if (m_FlareRendering == FlareRendering.Blurred)
|
|||
|
{
|
|||
|
GaussianBlurSeparate(QuarterFlareRT2, (RenderTexture)QuarterFlareRT, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, null, BlurSampleCount.Thirteen, Color.white, 1.0f);
|
|||
|
RenderSimple(QuarterFlareRT, (RenderTexture)flareRT, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
else if (m_FlareRendering == FlareRendering.MoreBlurred)
|
|||
|
{
|
|||
|
GaussianBlurSeparate(QuarterFlareRT2, (RenderTexture)QuarterFlareRT, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, null, BlurSampleCount.ThrirtyOne, Color.white, 1.0f);
|
|||
|
RenderSimple(QuarterFlareRT, (RenderTexture)flareRT, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(HalfFlareRT);
|
|||
|
RenderTexture.ReleaseTemporary(QuarterFlareRT);
|
|||
|
RenderTexture.ReleaseTemporary(QuarterFlareRT2);
|
|||
|
}
|
|||
|
else if (m_FlareBlurQuality == FlareBlurQuality.High)
|
|||
|
{
|
|||
|
RenderTexture HalfFlareRT = RenderTexture.GetTemporary(brightTexture.width / 2, brightTexture.height / 2, 0, m_Format);
|
|||
|
HalfFlareRT.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture QuarterFlareRT = RenderTexture.GetTemporary(HalfFlareRT.width / 2, HalfFlareRT.height / 2, 0, m_Format);
|
|||
|
QuarterFlareRT.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture HFlareRT1 = RenderTexture.GetTemporary(QuarterFlareRT.width / 2, QuarterFlareRT.height / 2, 0, m_Format);
|
|||
|
HFlareRT1.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture HFlareRT2 = RenderTexture.GetTemporary(QuarterFlareRT.width / 2, QuarterFlareRT.height / 2, 0, m_Format);
|
|||
|
HFlareRT2.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
|
|||
|
RenderSimple(brightTexture, HalfFlareRT, 1.0f / brightTexture.width, 1.0f / brightTexture.height, SimpleSampleCount.Four);
|
|||
|
RenderSimple(HalfFlareRT, QuarterFlareRT, 1.0f / HalfFlareRT.width, 1.0f / HalfFlareRT.height, SimpleSampleCount.Four);
|
|||
|
RenderSimple(QuarterFlareRT, HFlareRT1, 1.0f / QuarterFlareRT.width, 1.0f / QuarterFlareRT.height, SimpleSampleCount.Four);
|
|||
|
|
|||
|
Graphics.Blit(HFlareRT1, HFlareRT2, m_FlareMaterial, 0);
|
|||
|
|
|||
|
|
|||
|
if (m_FlareRendering == FlareRendering.Blurred)
|
|||
|
{
|
|||
|
GaussianBlurSeparate(HFlareRT2, (RenderTexture)HFlareRT1, 1.0f / HFlareRT1.width, 1.0f / HFlareRT1.height, null, BlurSampleCount.Thirteen, Color.white, 1.0f);
|
|||
|
RenderSimple(HFlareRT1, (RenderTexture)flareRT, 1.0f / HFlareRT1.width, 1.0f / HFlareRT1.height, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
else if (m_FlareRendering == FlareRendering.MoreBlurred)
|
|||
|
{
|
|||
|
GaussianBlurSeparate(HFlareRT2, (RenderTexture)HFlareRT1, 1.0f / HFlareRT1.width, 1.0f / HFlareRT1.height, null, BlurSampleCount.ThrirtyOne, Color.white, 1.0f);
|
|||
|
RenderSimple(HFlareRT1, (RenderTexture)flareRT, 1.0f / HFlareRT1.width, 1.0f / HFlareRT1.height, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(HalfFlareRT);
|
|||
|
RenderTexture.ReleaseTemporary(QuarterFlareRT);
|
|||
|
RenderTexture.ReleaseTemporary(HFlareRT1);
|
|||
|
RenderTexture.ReleaseTemporary(HFlareRT2);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
RenderTexture m_LastBloomUpsample;
|
|||
|
|
|||
|
void CachedUpsample(RenderTexture[] sources, RenderTexture[] destinations, int originalWidth, int originalHeight, BlurSampleCount upsamplingCount)
|
|||
|
{
|
|||
|
RenderTexture lastUpsample = null;
|
|||
|
|
|||
|
for (int i = 0; i < m_UpSamples.Length; ++i)
|
|||
|
m_UpSamples[i] = null;
|
|||
|
|
|||
|
for (int i = destinations.Length - 1; i >= 0; --i)
|
|||
|
{
|
|||
|
if (m_BloomUsages[i] || !m_DirectUpsample)
|
|||
|
{
|
|||
|
m_UpSamples[i] = RenderTexture.GetTemporary(originalWidth / (int)Mathf.Pow(2.0f, i), originalHeight / (int)Mathf.Pow(2.0f, i), 0, m_Format);
|
|||
|
m_UpSamples[i].filterMode = FilterMode.Bilinear;
|
|||
|
}
|
|||
|
|
|||
|
float mul = 1.0f;
|
|||
|
|
|||
|
if (m_BloomUsages[i])
|
|||
|
{
|
|||
|
float horizontalBlur = 1.0f / sources[i].width;
|
|||
|
float verticalBlur = 1.0f / sources[i].height;
|
|||
|
|
|||
|
GaussianBlurSeparate(m_DownSamples[i], m_UpSamples[i], horizontalBlur * mul, verticalBlur, lastUpsample, upsamplingCount, m_BloomColors[i], m_BloomIntensities[i]);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (i < m_DownscaleCount - 1)
|
|||
|
{
|
|||
|
if (!m_DirectUpsample)
|
|||
|
RenderSimple(lastUpsample, m_UpSamples[i], 1.0f / m_UpSamples[i].width, 1.0f / m_UpSamples[i].height, SimpleSampleCount.Four);
|
|||
|
//Graphics.Blit(m_UpSamples[i + 1], m_UpSamples[i]);
|
|||
|
}
|
|||
|
else
|
|||
|
Graphics.Blit(Texture2D.blackTexture, m_UpSamples[i]);
|
|||
|
}
|
|||
|
|
|||
|
if (m_BloomUsages[i] || !m_DirectUpsample)
|
|||
|
lastUpsample = m_UpSamples[i];
|
|||
|
}
|
|||
|
|
|||
|
m_LastBloomUpsample = lastUpsample;
|
|||
|
}
|
|||
|
|
|||
|
void CachedDownsample(RenderTexture source, RenderTexture[] destinations, DeluxeFilmicCurve intensityCurve, bool hdr)
|
|||
|
{
|
|||
|
int downscaleCount = destinations.Length;
|
|||
|
|
|||
|
RenderTexture currentSource = source;
|
|||
|
|
|||
|
bool filmicCurveDone = false;
|
|||
|
|
|||
|
for (int i = 0; i < downscaleCount; ++i)
|
|||
|
{
|
|||
|
if (m_DirectDownSample)
|
|||
|
{
|
|||
|
if (!m_BufferUsage[i])
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
destinations[i] = RenderTexture.GetTemporary(source.width / (int)Mathf.Pow(2.0f, (i + 1)), source.height / (int)Mathf.Pow(2.0f, (i + 1)), 0, m_Format);
|
|||
|
destinations[i].filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
RenderTexture dest = destinations[i];
|
|||
|
float dist = 1.0f;
|
|||
|
|
|||
|
float horizontalBlur = 1.0f / currentSource.width;
|
|||
|
float verticalBlur = 1.0f / currentSource.height;
|
|||
|
|
|||
|
// Render previous into next
|
|||
|
{
|
|||
|
if (intensityCurve != null && !filmicCurveDone)
|
|||
|
{
|
|||
|
intensityCurve.StoreK();
|
|||
|
m_SamplingMaterial.SetFloat("_CurveExposure", intensityCurve.GetExposure());
|
|||
|
m_SamplingMaterial.SetFloat("_K", intensityCurve.m_k);
|
|||
|
m_SamplingMaterial.SetFloat("_Crossover", intensityCurve.m_CrossOverPoint);
|
|||
|
m_SamplingMaterial.SetVector("_Toe", intensityCurve.m_ToeCoef);
|
|||
|
m_SamplingMaterial.SetVector("_Shoulder", intensityCurve.m_ShoulderCoef);
|
|||
|
// m_SamplingMaterial.SetFloat("_MaxValue", intensityCurve.m_WhitePoint);
|
|||
|
|
|||
|
|
|||
|
float colorRange = hdr ? 2.0f : 1.0f;
|
|||
|
m_SamplingMaterial.SetFloat("_MaxValue", colorRange);
|
|||
|
|
|||
|
horizontalBlur = 1.0f / currentSource.width;
|
|||
|
verticalBlur = 1.0f / currentSource.height;
|
|||
|
|
|||
|
if (m_TemporalStableDownsampling)
|
|||
|
RenderSimple(currentSource, dest, horizontalBlur * dist, verticalBlur * dist, SimpleSampleCount.ThirteenTemporalCurve);
|
|||
|
else
|
|||
|
RenderSimple(currentSource, dest, horizontalBlur * dist, verticalBlur * dist, SimpleSampleCount.FourCurve);
|
|||
|
filmicCurveDone = true;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (m_TemporalStableDownsampling)
|
|||
|
RenderSimple(currentSource, dest, horizontalBlur * dist, verticalBlur * dist, SimpleSampleCount.ThirteenTemporal);
|
|||
|
else
|
|||
|
RenderSimple(currentSource, dest, horizontalBlur * dist, verticalBlur * dist, SimpleSampleCount.Four);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
currentSource = destinations[i];
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void BrightPass(RenderTexture source, RenderTexture destination, Vector4 treshold)
|
|||
|
{
|
|||
|
m_BrightpassMaterial.SetTexture("_MaskTex", Texture2D.whiteTexture);
|
|||
|
m_BrightpassMaterial.SetVector("_Threshhold", treshold);
|
|||
|
Graphics.Blit(source, destination, m_BrightpassMaterial, 0);
|
|||
|
}
|
|||
|
|
|||
|
void BrightPassWithMask(RenderTexture source, RenderTexture destination, Vector4 treshold, Texture mask)
|
|||
|
{
|
|||
|
m_BrightpassMaterial.SetTexture("_MaskTex", mask);
|
|||
|
m_BrightpassMaterial.SetVector("_Threshhold", treshold);
|
|||
|
Graphics.Blit(source, destination, m_BrightpassMaterial, 0);
|
|||
|
}
|
|||
|
|
|||
|
void RenderSimple(RenderTexture source, RenderTexture destination, float horizontalBlur, float verticalBlur, SimpleSampleCount sampleCount)
|
|||
|
{
|
|||
|
m_SamplingMaterial.SetVector("_OffsetInfos", new Vector4(horizontalBlur, verticalBlur, 0, 0));
|
|||
|
|
|||
|
if (sampleCount == SimpleSampleCount.Four)
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, 0);
|
|||
|
else if (sampleCount == SimpleSampleCount.Nine)
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, 1);
|
|||
|
else if (sampleCount == SimpleSampleCount.FourCurve)
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, 5);
|
|||
|
else if (sampleCount == SimpleSampleCount.ThirteenTemporal)
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, 11);
|
|||
|
else if (sampleCount == SimpleSampleCount.ThirteenTemporalCurve)
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, 12);
|
|||
|
}
|
|||
|
|
|||
|
void GaussianBlur1(RenderTexture source, RenderTexture destination, float horizontalBlur, float verticalBlur, RenderTexture additiveTexture, BlurSampleCount sampleCount, Color tint, float intensity)
|
|||
|
{
|
|||
|
int passFromSamples = 2;
|
|||
|
if (sampleCount == BlurSampleCount.Seventeen)
|
|||
|
passFromSamples = 3;
|
|||
|
if (sampleCount == BlurSampleCount.Nine)
|
|||
|
passFromSamples = 4;
|
|||
|
if (sampleCount == BlurSampleCount.NineCurve)
|
|||
|
passFromSamples = 6;
|
|||
|
if (sampleCount == BlurSampleCount.FourSimple)
|
|||
|
passFromSamples = 7;
|
|||
|
if (sampleCount == BlurSampleCount.Thirteen)
|
|||
|
passFromSamples = 8;
|
|||
|
if (sampleCount == BlurSampleCount.TwentyThree)
|
|||
|
passFromSamples = 9;
|
|||
|
if (sampleCount == BlurSampleCount.TwentySeven)
|
|||
|
passFromSamples = 10;
|
|||
|
|
|||
|
Texture additiveColor = null;
|
|||
|
if (additiveTexture == null)
|
|||
|
additiveColor = Texture2D.blackTexture;
|
|||
|
else
|
|||
|
additiveColor = additiveTexture;
|
|||
|
|
|||
|
m_SamplingMaterial.SetTexture("_AdditiveTexture", additiveColor);
|
|||
|
m_SamplingMaterial.SetVector("_OffsetInfos", new Vector4(horizontalBlur, verticalBlur, 0, 0));
|
|||
|
m_SamplingMaterial.SetVector("_Tint", tint);
|
|||
|
m_SamplingMaterial.SetFloat("_Intensity", intensity);
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, passFromSamples);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
void GaussianBlur2(RenderTexture source, RenderTexture destination, float horizontalBlur, float verticalBlur, RenderTexture additiveTexture, BlurSampleCount sampleCount, Color tint, float intensity)
|
|||
|
{
|
|||
|
RenderTexture tmpTexture = RenderTexture.GetTemporary(destination.width, destination.height, destination.depth, destination.format);
|
|||
|
tmpTexture.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
int passFromSamples = 2;
|
|||
|
if (sampleCount == BlurSampleCount.Seventeen)
|
|||
|
passFromSamples = 3;
|
|||
|
if (sampleCount == BlurSampleCount.Nine)
|
|||
|
passFromSamples = 4;
|
|||
|
if (sampleCount == BlurSampleCount.NineCurve)
|
|||
|
passFromSamples = 6;
|
|||
|
if (sampleCount == BlurSampleCount.FourSimple)
|
|||
|
passFromSamples = 7;
|
|||
|
if (sampleCount == BlurSampleCount.Thirteen)
|
|||
|
passFromSamples = 8;
|
|||
|
if (sampleCount == BlurSampleCount.TwentyThree)
|
|||
|
passFromSamples = 9;
|
|||
|
if (sampleCount == BlurSampleCount.TwentySeven)
|
|||
|
passFromSamples = 10;
|
|||
|
|
|||
|
Texture additiveColor = null;
|
|||
|
|
|||
|
if (additiveTexture == null)
|
|||
|
additiveColor = Texture2D.blackTexture;
|
|||
|
else
|
|||
|
additiveColor = additiveTexture;
|
|||
|
|
|||
|
// First pass
|
|||
|
m_SamplingMaterial.SetTexture("_AdditiveTexture", additiveColor);
|
|||
|
m_SamplingMaterial.SetVector("_OffsetInfos", new Vector4(horizontalBlur, verticalBlur, 0, 0));
|
|||
|
m_SamplingMaterial.SetVector("_Tint", tint);
|
|||
|
m_SamplingMaterial.SetFloat("_Intensity", intensity);
|
|||
|
Graphics.Blit(source, tmpTexture, m_SamplingMaterial, passFromSamples);
|
|||
|
|
|||
|
additiveColor = tmpTexture;
|
|||
|
|
|||
|
// Second pass
|
|||
|
m_SamplingMaterial.SetTexture("_AdditiveTexture", additiveColor);
|
|||
|
m_SamplingMaterial.SetVector("_OffsetInfos", new Vector4(-horizontalBlur, verticalBlur, 0, 0));
|
|||
|
m_SamplingMaterial.SetVector("_Tint", tint);
|
|||
|
m_SamplingMaterial.SetFloat("_Intensity", intensity);
|
|||
|
Graphics.Blit(source, destination, m_SamplingMaterial, passFromSamples);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(tmpTexture);
|
|||
|
}
|
|||
|
|
|||
|
void GaussianBlurSeparate(RenderTexture source, RenderTexture destination, float horizontalBlur, float verticalBlur, RenderTexture additiveTexture, BlurSampleCount sampleCount, Color tint, float intensity)
|
|||
|
{
|
|||
|
RenderTexture tmpTexture = RenderTexture.GetTemporary(destination.width, destination.height, destination.depth, destination.format);
|
|||
|
tmpTexture.filterMode = FilterMode.Bilinear;
|
|||
|
|
|||
|
int passFromSamples = 2;
|
|||
|
if (sampleCount == BlurSampleCount.Seventeen)
|
|||
|
passFromSamples = 3;
|
|||
|
if (sampleCount == BlurSampleCount.Nine)
|
|||
|
passFromSamples = 4;
|
|||
|
if (sampleCount == BlurSampleCount.NineCurve)
|
|||
|
passFromSamples = 6;
|
|||
|
if (sampleCount == BlurSampleCount.FourSimple)
|
|||
|
passFromSamples = 7;
|
|||
|
if (sampleCount == BlurSampleCount.Thirteen)
|
|||
|
passFromSamples = 8;
|
|||
|
if (sampleCount == BlurSampleCount.TwentyThree)
|
|||
|
passFromSamples = 9;
|
|||
|
if (sampleCount == BlurSampleCount.TwentySeven)
|
|||
|
passFromSamples = 10;
|
|||
|
|
|||
|
// Vertical
|
|||
|
m_SamplingMaterial.SetTexture("_AdditiveTexture", Texture2D.blackTexture);
|
|||
|
m_SamplingMaterial.SetVector("_OffsetInfos", new Vector4(0.0f, verticalBlur, 0, 0));
|
|||
|
m_SamplingMaterial.SetVector("_Tint", tint);
|
|||
|
m_SamplingMaterial.SetFloat("_Intensity", intensity);
|
|||
|
Graphics.Blit(source, tmpTexture, m_SamplingMaterial, passFromSamples);
|
|||
|
|
|||
|
Texture additiveColor = null;
|
|||
|
if (additiveTexture == null)
|
|||
|
additiveColor = Texture2D.blackTexture;
|
|||
|
else
|
|||
|
additiveColor = additiveTexture;
|
|||
|
|
|||
|
// Horizontal
|
|||
|
m_SamplingMaterial.SetTexture("_AdditiveTexture", additiveColor);
|
|||
|
m_SamplingMaterial.SetVector("_OffsetInfos", new Vector4(horizontalBlur, 0.0f, 1.0f / destination.width, 1.0f / destination.height));
|
|||
|
m_SamplingMaterial.SetVector("_Tint", Color.white);
|
|||
|
m_SamplingMaterial.SetFloat("_Intensity", 1.0f);
|
|||
|
Graphics.Blit(tmpTexture, destination, m_SamplingMaterial, passFromSamples);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(tmpTexture);
|
|||
|
}
|
|||
|
|
|||
|
void RenderTextureAdditive(RenderTexture source, RenderTexture destination, float intensity)
|
|||
|
{
|
|||
|
|
|||
|
RenderTexture tmpTexture = RenderTexture.GetTemporary(source.width, source.height, source.depth, source.format);
|
|||
|
Graphics.Blit(destination, tmpTexture);
|
|||
|
|
|||
|
m_MixerMaterial.SetTexture("_ColorBuffer", tmpTexture);
|
|||
|
m_MixerMaterial.SetFloat("_Intensity", intensity);
|
|||
|
|
|||
|
Graphics.Blit(source, destination, m_MixerMaterial, 0);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(tmpTexture);
|
|||
|
}
|
|||
|
|
|||
|
void BlitIntensity(RenderTexture source, RenderTexture destination, float intensity)
|
|||
|
{
|
|||
|
m_MixerMaterial.SetFloat("_Intensity", intensity);
|
|||
|
Graphics.Blit(source, destination, m_MixerMaterial, 2);
|
|||
|
}
|
|||
|
|
|||
|
void CombineAdditive(RenderTexture source, RenderTexture destination, float intensitySource, float intensityDestination)
|
|||
|
{
|
|||
|
RenderTexture tmpTexture = RenderTexture.GetTemporary(source.width, source.height, source.depth, source.format);
|
|||
|
Graphics.Blit(destination, tmpTexture);
|
|||
|
|
|||
|
m_MixerMaterial.SetTexture("_ColorBuffer", tmpTexture);
|
|||
|
m_MixerMaterial.SetFloat("_Intensity0", intensitySource);
|
|||
|
m_MixerMaterial.SetFloat("_Intensity1", intensityDestination);
|
|||
|
Graphics.Blit(source, destination, m_MixerMaterial, 1);
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(tmpTexture);
|
|||
|
}
|
|||
|
|
|||
|
public void SetFilmicCurveParameters(float middle, float dark, float bright, float highlights)
|
|||
|
{
|
|||
|
m_BloomCurve.m_ToeStrength = -1.0f * dark;
|
|||
|
m_BloomCurve.m_ShoulderStrength = bright;
|
|||
|
m_BloomCurve.m_Highlights = highlights;
|
|||
|
m_BloomCurve.m_CrossOverPoint = middle;
|
|||
|
m_BloomCurve.UpdateCoefficients();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
/* float Gaussian(float Scale, int iSamplePoint)
|
|||
|
{
|
|||
|
float sigma = (Scale - 1.0f) / 6.5f;
|
|||
|
float g = 1.0f / Mathf.Sqrt(2.0f * 3.14159f * sigma * sigma);
|
|||
|
return (g * Mathf.Exp(-(iSamplePoint * iSamplePoint) / (2 * sigma * sigma)));
|
|||
|
}
|
|||
|
|
|||
|
void Start()
|
|||
|
{
|
|||
|
int count = 16;
|
|||
|
float scale = 31;
|
|||
|
float sum = 0.0f;
|
|||
|
float[] weights = new float[count];
|
|||
|
for (int i = 0; i < count; ++i)
|
|||
|
{
|
|||
|
weights[i] = Gaussian(scale, i);
|
|||
|
sum += weights[i];
|
|||
|
}
|
|||
|
|
|||
|
string str = "";
|
|||
|
for (int i = 0; i < count; ++i)
|
|||
|
{
|
|||
|
float nWeight = weights[i] / sum;
|
|||
|
|
|||
|
if (i == 0)
|
|||
|
{
|
|||
|
str += "color += " + nWeight + " * tex2D (_MainTex, gUV);\n";
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
str += "color += " + nWeight + " * tex2D (_MainTex, gUV + _OffsetInfos.xy * " + i + ");\n";
|
|||
|
str += "color += " + nWeight + " * tex2D (_MainTex, gUV - _OffsetInfos.xy * " + i + ");\n";
|
|||
|
}
|
|||
|
//Debug.Log("" + i + ": " + nWeight);
|
|||
|
}
|
|||
|
|
|||
|
Debug.Log(str);
|
|||
|
}
|
|||
|
* */
|
|||
|
}
|
|||
|
|
|||
|
|